
#include "Ouden\ouden.h"

#define MAP_FILEIDSTRING GAME_MAP

/*template<class T> 
class DynamicArray
{
	
public:
	
	void add(T Element)		{ delete [] elements; elementcount++; elements = new T[elementcount];
	
	operator [] (int Index)		{ return elements[Index]; } 
	
private:
	
	int elementcount;
	
	T* elements;
	
};*/
/*
class CSpawnPoint
{
	
public:
	
	
	
private:
	
	enum eSpawnPoint {
		Health,
		Grenades
		
		//Others 
	};
	
	enum eDMSpawnPoint {
		Ball,
	};
	
	enum eCTFSpawnPoint {
		Team1Player,
		Team1Flag,
		Team2Player,
		Team2Flag
	};
	
	//Type of spawnpoint 
	int type;
	
	//Location of the spawn point 
	Vector3D pos;
	
};

//Base level class from which all level types are derived 
class CLevel : public ODN_PersistentObject
{
	
public:
	
	//Constructors and virtual destructor
	CLevel()		{} 
	CLevel(char* Filename)		{ loadLevel(Filename); } 
	virtual ~CLevel()		{}
	
	//Update the level 
	virtual bool Update();
	
protected:
	
	//Called when the header of the map file is to be loaded 
	virtual void readDataHeader();
	
	//Called when a section in the map file is to be loaded 
	virtual void processDataSection(WORD SectionID);
	
private:
	
	
	
};

//Deathmatch level 
class CLevel_Ball : public CLevel 
{
	
public:
	
	//Constructors and virtual destructor
	CLevel_Ball()		{} 
	CLevel_Ball(char* Filename) : CLevel(Filename)	{} 
	virtual ~CLevel_Ball()		{}
	
	if (player->health <= 0) {
		
		player->level->playerDied(player);
		
	}
	
	//Update the level 
	virtual bool Update();
	
protected:
	
	//Loads all sections specific to Ball levels 
	virtual void processDataSection(WORD SectionID);
	
private:
	
	//The ball object used in the level 
	CBall ball;
	
};
*/
